// [HGM] gen: configurable move generation from Betza notation sent by engine.
+Boolean pieceDefs;
+
// alphabet "abcdefghijklmnopqrstuvwxyz"
char symmetry[] = "FBNW.FFW.NKN.NW.QR....W..N";
char xStep[] = "2110.130.102.10.00....0..2";
if(!mode) mode = his + 4;// no mode spec, use default = mc
if(*desc == 'p') mode |= 32, desc++;
if(*desc == 'g') mode |= 64, desc++;
+ if(*desc == 'o') mode |= 128, desc++;
if(*desc == 'n') jump = 0, desc++;
while(*desc == 'j') jump++, desc++;
dx = xStep[*p-'A'] - '0'; // step vector of atom
x = f; y = r; // start square
do {
x += vx; y += vy; // step to next square
- if(y < 0 || y >= BOARD_HEIGHT || x < BOARD_LEFT || x >= BOARD_RGHT) break;
+ if(y < 0 || y >= BOARD_HEIGHT) break; // vertically off-board: always done
+ if(x < BOARD_LEFT) { if(mode & 128) x += BOARD_RGHT - BOARD_LEFT; else break; }
+ if(x >= BOARD_RGHT) { if(mode & 128) x -= BOARD_RGHT - BOARD_LEFT; else break; }
if(!jump && board[y - vy + vy/2][x - vx + vx/2] != EmptySquare) break; // blocked
if(jump > 1 && board[y - vy + vy/2][x - vx + vx/2] == EmptySquare) break; // no hop
if(board[y][x] < BlackPawn) occup = 1; else
if(PieceToChar(piece) == '~')
piece = (ChessSquare) ( DEMOTED piece );
if(filter != EmptySquare && piece != filter) continue;
- if(pieceDesc[piece]) { MovesFromString(board, flags, ff, rf, pieceDesc[piece], callback, closure); continue; } // [HGM] gen
+ if(pieceDefs && pieceDesc[piece]) { // [HGM] gen: use engine-defined moves
+ MovesFromString(board, flags, ff, rf, pieceDesc[piece], callback, closure);
+ continue;
+ }
if(IS_SHOGI(gameInfo.variant))
piece = (ChessSquare) ( SHOGI piece );
(cl->rtIn == -1 || cl->rtIn == rt || wildCard) &&
(cl->ftIn == -1 || cl->ftIn == ft || wildCard)) {
+ if(cl->count && rf == cl->rf && ff == cl->ff) return; // duplicate move
+
cl->count++;
if(cl->count == 1 || board[rt][ft] != EmptySquare) {
// [HGM] oneclick: if multiple moves, be sure we remember capture
return;
}
}
+ } else if(pieceDefs && closure->count > 1) { // [HGM] gen: move is ambiguous under engine-defined rules
+ DisambiguateClosure spare = *closure;
+ pieceDefs = FALSE; spare.count = 0; // See if the (erroneous) built-in rules would resolve that
+ GenLegal(board, flags, DisambiguateCallback, (VOIDSTAR) &spare, closure->pieceIn);
+ if(spare.count == 1) *closure = spare; // It does, so use those in stead (game from file saved before gen patch?)
+ pieceDefs = TRUE;
}
if (c == 'x') c = NULLCHAR; // get rid of any 'x' (which should never happen?)